Re: [Audyssey] Extant - Control Configuration Feedback

2010-11-01 Thread Liam Erven
I notice when ever I try and find things by holding down the control key and
using arrows I just waste bullets. Am I doing something wrong here?
 

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of dark
Sent: Monday, November 01, 2010 12:56 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] Extant - Control Configuration Feedback

Hi.

The 3D engine business probably explains why the in game audio is so good,
and now I know why I can't particularly see any game graphics other than the
logo ;D.

Beware the grue!

Dark. 


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[Audyssey] Audyssey thread report for October 2010

2010-11-01 Thread Jim Kitchen


There were 216 thread titles. Here are the top 50. 

mota beta 14! 57. 
mota beta14 absolutely rocks! 56. 
MOTA Beta 14 Released! 54. 
Q9 upcoming patch 52. 
mota 14 50. 
MOTA suggestion 48. 
Extant - game feadback 45. 
MOTA Good News/Bad News 44. 
Max Shrapnell 34. 
SF playthrough... 34. 
MOTA Beta 14 for Linux: Initial impressions 33. 
super egghunt 32. 
MOTA beta 15 question 30. 
mota download size 28. 
Cheet codes for q9 game 23. 
for all developers,possible games to consider for the future? 23. 
fighting games-was Re: marvel vs. capcom 3 gameplay 22. 
Kinect controls games by voice and jesture 21. 
MOTA Beta 16 Changes 21. 
Something to try 21. 
Vanishing Platforms was Q9 upcoming patch 19. 
MOTA Character Comments 18. 
Q9 change log again 18. 
Marvel VS. Capcom 3 gameplay! 16. 
(no subject) 15. 
fire pits in mota beta14 15. 
Mota Beta 14-standart.exe! 15. 
MOTA Panning Issues 15. 
amazing SF match! 14. 
Another awesome SsFIV match! 12. 
Rock Band 2 export info now up! 12. 
re- to all developers,possible games to consider for the future? 11. 
request for games that are hard to find. 10. 
Game Chat Reminder 9. 
MOTA Preliminary Comments 9. 
rpg question 9. 
trouble with troopanum 9. 
WII Bowling 9. 
contacting lighttech interactive 8. 
freedom games 8. 
Panning in MOTA FPS 8. 
Problem with objects in Mota Beata 15 8. 
what is wine? RE: MOTA Beta 14 Released! 8. 
Extant - tech demo (new audio game by AudioGames.net) 7. 
fighting games 7. 
MOTA beta 14 confusion 7. 
questions about usa games 7. 
Release Date Set For Three-D Velocity 7. 
using the sword in mota beta14 7. 
a very tricky harpie in mota beta14 6. 


Jim

Kitchen's Inc, for games that are up to 110 percent funner to play.

j...@kitchensinc.net
http://www.kitchensinc.net
(440) 286-6920
Chardon Ohio USA
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[Audyssey] Audyssey babble report for October 2010

2010-11-01 Thread Jim Kitchen


92 people posted 1457 messages.

248 From, Thomas Ward. 
114 From, shaun everiss. 
85 From, Bryan Peterson. 
80 From, Hayden Presley. 
71 From, clement chou. 
70 From, dark. 
69 From, Charles Rivard. 
50 From, Ben. 
45 From, Shane Lowe. 
42 From, Kevin Weispfennig. 
33 From, michael barnes. 
31 From, Yohandy. 
30 From, Johnny Tai. 
30 From, Lori Duncan. 
26 From, Ian McNamara. 
26 From, Muhammed Deniz. 
25 From, Phil Vlasak. 
22 From, NIcol. 
20 From, Liam Erven. 
18 From, Harmony Neil. 
18 From, Jim Kitchen. 
16 From, Hayri Tulumcu. 
14 From, weisi4u. 
13 From, AudioGames.net. 
12 From, Mike Reiser. 
12 From, Petr Bláha. 
12 From, william lomas. 
11 From, Zachary Kline. 
10 From, peter Mahach. 
10 From, Tom Randall. 
9 From, Gamers Chat Robot. 
9 From, Jacob Kruger. 
8 From, Karl Belanger. 
8 From, Ryan Chou. 
8 From, Sarah Haake. 
7 From, Philip Bennefall. 
7 From, Ron Kolesar. 
6 From, Angellko21. 
6 From, Clement Chou. 
6 From, Mich. 
6 From, Ramy Moustafa. 
6 From, Ryan Strunk. 
6 From, Sky Taylor. 
5 From, Mauricio Almeida. 
5 From, Valiant8086. 
4 From, Castanedagarcia_Alfredo. 
4 From, Chastity MORSE. 
4 From, Jorge Gonçalves. 
4 From, Matheus r.c. souza. 
4 From, Michael Feir. 
4 From, Oriol Gómez. 
4 From, Ron Schamerhorn. 
4 From, Ryan Conroy. 
4 From, Willem. 
3 From, djc. 
3 From, Joseph Weaver. 
3 From, Richard Claridge. 
3 From, Saad Attieh. 
3 From, Willem Venter. 
2 From, David Chung. 
2 From, matthew shifrin. 
2 From, Mike Maslo. 
2 From, Rynhardt Kruger. 
2 From, Sabrina Markel. 
2 From, Scott Chesworth. 
2 From, Sorin I. Tata. 
2 From, Trouble. 
1 From, . 
1 From, Ann. 
1 From, Brandon Misch. 
1 From, Casey Mathews. 
1 From, darren harris. 
1 From, Gamers List Guidelines Robot. 
1 From, hayden presley. 
1 From, Henning Oschwald. 
1 From, James Howard. 
1 From, Jana Benscha. 
1 From, Jesse Bollinger. 
1 From, John Snowling. 
1 From, Jose Lomeli. 
1 From, kara. 
1 From, Katie Madison. 
1 From, Ken the Crazy. 
1 From, Kevin W.. 
1 From, Matheus. 
1 From, Matthew Alvernaz. 
1 From, Milos Przic. 
1 From, Richard @ AudioGames. 
1 From, Richard Sherman. 
1 From, Ryan Smith. 
1 From, Siddharth  Kalantri. 
1 From, Tristan. 

Archive file size 4405635 bytes 


Jim

Kitchen's Inc, for games that are up to 110 percent funner to play.

j...@kitchensinc.net
http://www.kitchensinc.net
(440) 286-6920
Chardon Ohio USA
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Re: [Audyssey] displaydrivers and mota

2010-11-01 Thread Thomas Ward
Hi Willem,
Yes, indeed that does seam to be the problem. From what I have read on
the SFML forum and have heard from the developer himself SFML doesn't
like certain Windows display drivers and vidio cards. Sometimes
updating or selecting a different display driver will fix the problem.
In other cases it doesn't.

Cheers!

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Re: [Audyssey] Audyssey babble report for October 2010

2010-11-01 Thread dark

H, i'm obviously slipping, I'll have to try and do better next month.

I'll defeat you next time Bryan, myahahahaha!

Beware the grue!

Dark.

Will get you next time Bryan ;
- Original Message - 
From: Jim Kitchen j...@kitchensinc.net

To: Audyssey Gamers@audyssey.org
Sent: Monday, November 01, 2010 7:52 AM
Subject: [Audyssey] Audyssey babble report for October 2010



92 people posted 1457 messages.

248 From, Thomas Ward.
114 From, shaun everiss.
85 From, Bryan Peterson.
80 From, Hayden Presley.
71 From, clement chou.
70 From, dark.
69 From, Charles Rivard.
50 From, Ben.
45 From, Shane Lowe.
42 From, Kevin Weispfennig.
33 From, michael barnes.
31 From, Yohandy.
30 From, Johnny Tai.
30 From, Lori Duncan.
26 From, Ian McNamara.
26 From, Muhammed Deniz.
25 From, Phil Vlasak.
22 From, NIcol.
20 From, Liam Erven.
18 From, Harmony Neil.
18 From, Jim Kitchen.
16 From, Hayri Tulumcu.
14 From, weisi4u.
13 From, AudioGames.net.
12 From, Mike Reiser.
12 From, Petr Bláha.
12 From, william lomas.
11 From, Zachary Kline.
10 From, peter Mahach.
10 From, Tom Randall.
9 From, Gamers Chat Robot.
9 From, Jacob Kruger.
8 From, Karl Belanger.
8 From, Ryan Chou.
8 From, Sarah Haake.
7 From, Philip Bennefall.
7 From, Ron Kolesar.
6 From, Angellko21.
6 From, Clement Chou.
6 From, Mich.
6 From, Ramy Moustafa.
6 From, Ryan Strunk.
6 From, Sky Taylor.
5 From, Mauricio Almeida.
5 From, Valiant8086.
4 From, Castanedagarcia_Alfredo.
4 From, Chastity MORSE.
4 From, Jorge Gonçalves.
4 From, Matheus r.c. souza.
4 From, Michael Feir.
4 From, Oriol Gómez.
4 From, Ron Schamerhorn.
4 From, Ryan Conroy.
4 From, Willem.
3 From, djc.
3 From, Joseph Weaver.
3 From, Richard Claridge.
3 From, Saad Attieh.
3 From, Willem Venter.
2 From, David Chung.
2 From, matthew shifrin.
2 From, Mike Maslo.
2 From, Rynhardt Kruger.
2 From, Sabrina Markel.
2 From, Scott Chesworth.
2 From, Sorin I. Tata.
2 From, Trouble.
1 From, .
1 From, Ann.
1 From, Brandon Misch.
1 From, Casey Mathews.
1 From, darren harris.
1 From, Gamers List Guidelines Robot.
1 From, hayden presley.
1 From, Henning Oschwald.
1 From, James Howard.
1 From, Jana Benscha.
1 From, Jesse Bollinger.
1 From, John Snowling.
1 From, Jose Lomeli.
1 From, kara.
1 From, Katie Madison.
1 From, Ken the Crazy.
1 From, Kevin W..
1 From, Matheus.
1 From, Matthew Alvernaz.
1 From, Milos Przic.
1 From, Richard @ AudioGames.
1 From, Richard Sherman.
1 From, Ryan Smith.
1 From, Siddharth  Kalantri.
1 From, Tristan.

Archive file size 4405635 bytes

Jim

Kitchen's Inc, for games that are up to 110 percent funner to play.

j...@kitchensinc.net
http://www.kitchensinc.net
(440) 286-6920
Chardon Ohio USA
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Re: [Audyssey] Extant - Control Configuration Feedback

2010-11-01 Thread Richard @ AudioGames
Hi,

Mmm... that might be a bug... I'll look into it, thanks for reporting it!

Greets,

Richard


- Original Message - 
From: Liam Erven liamer...@gmail.com
To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Monday, November 01, 2010 7:37 AM
Subject: Re: [Audyssey] Extant - Control Configuration Feedback


I notice when ever I try and find things by holding down the control key and
using arrows I just waste bullets. Am I doing something wrong here?
 

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of dark
Sent: Monday, November 01, 2010 12:56 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] Extant - Control Configuration Feedback

Hi.

The 3D engine business probably explains why the in game audio is so good,
and now I know why I can't particularly see any game graphics other than the
logo ;D.

Beware the grue!

Dark. 


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[Audyssey] Jim Kitchen and battleship.

2010-11-01 Thread Lisa Hayes
HI all,  Is their a way to beat battleship Jim? love the game, but would like 
to win sometimes. Grin.  
Lisa Hayes 




www.nutrimetics.com.au/lisahayes
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Re: [Audyssey] Jim Kitchen and battleship.

2010-11-01 Thread dark

Try changing the difficulty of the computer.

I believe 0 is the easiest and 9 is the hardeszt. If I remember rightly I've 
defeated it up to 2, and once on three, though after that I tend to end up 
getting exploderated ;D.


Beware the Grue!

Dark.
- Original Message - 
From: Lisa Hayes lhay...@internode.on.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, November 01, 2010 9:26 AM
Subject: [Audyssey] Jim Kitchen and battleship.


HI all,  Is their a way to beat battleship Jim? love the game, but would 
like to win sometimes. Grin.

Lisa Hayes




www.nutrimetics.com.au/lisahayes
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Re: [Audyssey] Audyssey thread report for October 2010

2010-11-01 Thread Charles Rivard
What I find interesting about these stats is that of the 1,051 messages, 577 
of them dealt with MOTA.  That's almost 55 percent!  When this game comes 
onto the market, it's going to probably remain one of the most discussed 
games in quite some time if the public betas are any indication.  It's going 
to be an awesome game for sure.


---
Shepherds are the best beasts!
- Original Message - 
From: Jim Kitchen j...@kitchensinc.net

To: Audyssey Gamers@audyssey.org
Sent: Monday, November 01, 2010 2:52 AM
Subject: [Audyssey] Audyssey thread report for October 2010




There were 216 thread titles. Here are the top 50.
mota beta 14! 57. mota beta14 absolutely rocks! 56. MOTA Beta 14 Released! 
54. Q9 upcoming patch 52. mota 14 50. MOTA suggestion 48. Extant - game 
feadback 45. MOTA Good News/Bad News 44. Max Shrapnell 34. SF 
playthrough... 34. MOTA Beta 14 for Linux: Initial impressions 33. super 
egghunt 32. MOTA beta 15 question 30. mota download size 28. Cheet codes 
for q9 game 23. for all developers,possible games to consider for the 
future? 23. fighting games-was Re: marvel vs. capcom 3 gameplay 22. Kinect 
controls games by voice and jesture 21. MOTA Beta 16 Changes 21. Something 
to try 21. Vanishing Platforms was Q9 upcoming patch 19. MOTA Character 
Comments 18. Q9 change log again 18. Marvel VS. Capcom 3 gameplay! 16. (no 
subject) 15. fire pits in mota beta14 15. Mota Beta 14-standart.exe! 15. 
MOTA Panning Issues 15. amazing SF match! 14. Another awesome SsFIV match! 
12. Rock Band 2 export info now up! 12. re- to all developers,possible 
games to consider for the future? 11. request for games that are hard to 
find. 10. Game Chat Reminder 9. MOTA Preliminary Comments 9. rpg question 
9. trouble with troopanum 9. WII Bowling 9. contacting lighttech 
interactive 8. freedom games 8. Panning in MOTA FPS 8. Problem with 
objects in Mota Beata 15 8. what is wine? RE: MOTA Beta 14 Released! 8. 
Extant - tech demo (new audio game by AudioGames.net) 7. fighting games 7. 
MOTA beta 14 confusion 7. questions about usa games 7. Release Date Set 
For Three-D Velocity 7. using the sword in mota beta14 7. a very tricky 
harpie in mota beta14 6.

Jim

Kitchen's Inc, for games that are up to 110 percent funner to play.

j...@kitchensinc.net
http://www.kitchensinc.net
(440) 286-6920
Chardon Ohio USA
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Re: [Audyssey] Jim Kitchen and battleship.

2010-11-01 Thread Charles Rivard

Yes, there is, but I won't tell you what it is.  (evil grin)

---
Shepherds are the best beasts!
- Original Message - 
From: Lisa Hayes lhay...@internode.on.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, November 01, 2010 4:26 AM
Subject: [Audyssey] Jim Kitchen and battleship.


HI all,  Is their a way to beat battleship Jim? love the game, but would 
like to win sometimes. Grin.

Lisa Hayes




www.nutrimetics.com.au/lisahayes
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Re: [Audyssey] Bgt.

2010-11-01 Thread Thomas Ward
Hi Muhammed,
First of all, before programming any kind of project you really have
to study the programming language you are going to use in some depth.
In this case the language you need to learn is the BGT scripting
language, but what I'm about to say applies for any kind of
programming really.
You have to know and understand the programming language such as how
to use conditional statements such as if, then, else, as well as how
to create functions, variables, perform calculations, etc. Basically,
you need to spend some time not only learning the language, but on the
theoretical work behind instructing your piece of software what to do.
Part of it is knowing the language, and part is just personal
experience.
Second, is break your project down into smaller parts. Don't look it
as this one huge project that all has to be done at once. Often times
you can build your game or software project in stages.
For example, when I created Mysteries of the Ancients I broke it down
into various steps, stages, that were worked on in a certain order. I
started off by adding all of the game's menus such as the main menu,
settings menu, exit prompts, etc. That way all of the menus were in
working order before I began adding any real functionality to the
game.
Next, I created a sample game level, a test game world, so that as I
worked on the various aspects of the game like walking, running,
picking up items, etc I could do it in a test environment. i didn't
have enemies trying to chop my head off or shoot me full of arrows
while i was testing various aspects of the game during the early
stages of development.
Third, I started working on walking, running, picking up items,
opening doors, etc. I worked on a little bit each day, and set a goal
of what feature or features I was going to specifically work on that
day. I created a todo list of things I had to add or was going to add,
and in what exact order I was going to do it in.
Finally, I added the enemy A.I. Created the various monsters etc and
populated the game level with them. I created the master game loop,
and bingo we had a playable game. After that has ben mostly testing
and fixing bugs/problems in the game that were overlooked during early
testing.
However, to answer your question more directly you will know how to
code this or that through practice and experience. By the nature of
your questions it sounds like you don't really understand the
theoretical logic behind programming. That can only be gained through
learning the language, and then creating simple programs that
illistrates some concept or idea.
For example, let's say you want to print the words Hello World to the
screen in C++. Where do you start?
Well, the obvious answer is you begin by including the headers you
will need for this C++ project to your source code. In this case you
only need one which is iostream.You would include it by writing this.

#include iostream

Now, that you have added your headers you begin the program with the
main function.Every C++ program, at least those not written with
Visual C++, begin with the main function.

int main (int argc, char** argv)
{
  return 0;
}

Now, we have just created the body of a very very simple console
program. At this point the only thing left is to call the cout
function to print something to the screen. The full Hello World
program looks like this.

#include iostream

int main (int argc, char** argv)
{
  std::cout  Hello world!\n;
  return 0;
}

Although, this program is extremely simple it none-the-less has
something important to teach us. First and foremost, it tells us how
to create the body of a C++ program. Second, of all it demonstrates
printing text to the console using cout. It may even help us get some
practice compiling software with our C++ compiler for the first time.
The point I'm making is that every programmer starts learning a
programming language with extremely simple programs like Hello
World, and gain valuable experience and practice by writing such
programs. No one starts out with reading a book and writes something
like Super Street Fighter IV the next day. It takes months maybe years
to get the skills and experience to write anything that good, but the
experience required is gained by writing simple programs aimed at
teaching you certain aspects of the programming language.


Cheers!

On 10/31/10, Muhammed Deniz muha\mme...@googlemail.com wrote:
 Hello,
 I have a question. Well, my question is, well in fact 2, let me just get to
 the point, how do you no which code to put in a game? For an example, maybe
 I might not do this, well I don't think I would, but I would do a test game.
 Well, this is what I am thinking of. This computer tells your enemy, a
 sooper fighter some private information. Well, you here about it, then you
 get extremely angry, and you punch the computer as hard as you could,
 smashing the computer, while jaws shouts, No, please don't, I have a long
 life, please don't, And when the computer is blown in 

[Audyssey] maze game tdl

2010-11-01 Thread michael barnes
Hey when I went to audiogames.net to get this game the home page nor 
the download page would come up.

could someone upload this game?

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[Audyssey] looking for some maze games

2010-11-01 Thread michael barnes
hey i'm looking for some maze games. could someone give me a list of 
different maze games for the blind on the computer?


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Re: [Audyssey] looking for some maze games

2010-11-01 Thread dark

There are four main ones.

the tdl game is no longer available. the talking maze game from rwf talking 
software is more a memory game than anything else and, in all honesty is in 
no way worth being a commercial game.


There is then maze craze from DanZ games which you can find on tom's site, 
which is better designed with keys and such.


probably the best pure maze game is the free game Mortalmaze from vip 
gameszone. It's a 3D audio game with monsters, and interesting sound.


hth.

Beware the Grue!

Dark.
- Original Message - 
From: michael barnes c...@samobile.net

To: gamers@audyssey.org
Sent: Monday, November 01, 2010 4:48 PM
Subject: [Audyssey] looking for some maze games


hey i'm looking for some maze games. could someone give me a list of 
different maze games for the blind on the computer?


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Re: [Audyssey] Bgt.

2010-11-01 Thread Muhammed Deniz
So, do you mean that I should do it like this? First of all, I'll do just 
shoot and nothing elce, then just walking around, then just punching without 
the game on, just creating a little bit, and then the actuall fight? Do you 
mean braking it up like that?

My audio games for the blind group.
Discussions off topic are welcome in the holidays. Talking about games is 
welcome, talking about computer problems is welcome when their are know 
holidays but that's only in easter holidays or know holidays. If you want to 
joyn, just send a blank email to.

audiogamesfortheblind+subscr...@googlegroups.com
With the subject subscribe in the subject line.
Contact infermation.
email:
muhamme...@googlemail.com
msn:
muhammed123...@hotmail.co.uk
Skype:
muhammed.deniz
Klango username.
muhammed
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, November 01, 2010 4:20 PM
Subject: Re: [Audyssey] Bgt.



Hi Muhammed,
First of all, before programming any kind of project you really have
to study the programming language you are going to use in some depth.
In this case the language you need to learn is the BGT scripting
language, but what I'm about to say applies for any kind of
programming really.
You have to know and understand the programming language such as how
to use conditional statements such as if, then, else, as well as how
to create functions, variables, perform calculations, etc. Basically,
you need to spend some time not only learning the language, but on the
theoretical work behind instructing your piece of software what to do.
Part of it is knowing the language, and part is just personal
experience.
Second, is break your project down into smaller parts. Don't look it
as this one huge project that all has to be done at once. Often times
you can build your game or software project in stages.
For example, when I created Mysteries of the Ancients I broke it down
into various steps, stages, that were worked on in a certain order. I
started off by adding all of the game's menus such as the main menu,
settings menu, exit prompts, etc. That way all of the menus were in
working order before I began adding any real functionality to the
game.
Next, I created a sample game level, a test game world, so that as I
worked on the various aspects of the game like walking, running,
picking up items, etc I could do it in a test environment. i didn't
have enemies trying to chop my head off or shoot me full of arrows
while i was testing various aspects of the game during the early
stages of development.
Third, I started working on walking, running, picking up items,
opening doors, etc. I worked on a little bit each day, and set a goal
of what feature or features I was going to specifically work on that
day. I created a todo list of things I had to add or was going to add,
and in what exact order I was going to do it in.
Finally, I added the enemy A.I. Created the various monsters etc and
populated the game level with them. I created the master game loop,
and bingo we had a playable game. After that has ben mostly testing
and fixing bugs/problems in the game that were overlooked during early
testing.
However, to answer your question more directly you will know how to
code this or that through practice and experience. By the nature of
your questions it sounds like you don't really understand the
theoretical logic behind programming. That can only be gained through
learning the language, and then creating simple programs that
illistrates some concept or idea.
For example, let's say you want to print the words Hello World to the
screen in C++. Where do you start?
Well, the obvious answer is you begin by including the headers you
will need for this C++ project to your source code. In this case you
only need one which is iostream.You would include it by writing this.

#include iostream

Now, that you have added your headers you begin the program with the
main function.Every C++ program, at least those not written with
Visual C++, begin with the main function.

int main (int argc, char** argv)
{
 return 0;
}

Now, we have just created the body of a very very simple console
program. At this point the only thing left is to call the cout
function to print something to the screen. The full Hello World
program looks like this.

#include iostream

int main (int argc, char** argv)
{
 std::cout  Hello world!\n;
 return 0;
}

Although, this program is extremely simple it none-the-less has
something important to teach us. First and foremost, it tells us how
to create the body of a C++ program. Second, of all it demonstrates
printing text to the console using cout. It may even help us get some
practice compiling software with our C++ compiler for the first time.
The point I'm making is that every programmer starts learning a
programming language with extremely simple programs like Hello
World, and gain valuable experience and practice by writing such
programs. No one 

Re: [Audyssey] Audyssey babble report for October 2010

2010-11-01 Thread Hayden Presley
Hi Dark,
Ditto. I seem to be losing my touch as well...Hmmm.

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of dark
Sent: Monday, November 01, 2010 4:07 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] Audyssey babble report for October 2010

H, i'm obviously slipping, I'll have to try and do better next month.

I'll defeat you next time Bryan, myahahahaha!

Beware the grue!

Dark.

Will get you next time Bryan ;
- Original Message - 
From: Jim Kitchen j...@kitchensinc.net
To: Audyssey Gamers@audyssey.org
Sent: Monday, November 01, 2010 7:52 AM
Subject: [Audyssey] Audyssey babble report for October 2010



 92 people posted 1457 messages.

 248 From, Thomas Ward.
 114 From, shaun everiss.
 85 From, Bryan Peterson.
 80 From, Hayden Presley.
 71 From, clement chou.
 70 From, dark.
 69 From, Charles Rivard.
 50 From, Ben.
 45 From, Shane Lowe.
 42 From, Kevin Weispfennig.
 33 From, michael barnes.
 31 From, Yohandy.
 30 From, Johnny Tai.
 30 From, Lori Duncan.
 26 From, Ian McNamara.
 26 From, Muhammed Deniz.
 25 From, Phil Vlasak.
 22 From, NIcol.
 20 From, Liam Erven.
 18 From, Harmony Neil.
 18 From, Jim Kitchen.
 16 From, Hayri Tulumcu.
 14 From, weisi4u.
 13 From, AudioGames.net.
 12 From, Mike Reiser.
 12 From, Petr Bláha.
 12 From, william lomas.
 11 From, Zachary Kline.
 10 From, peter Mahach.
 10 From, Tom Randall.
 9 From, Gamers Chat Robot.
 9 From, Jacob Kruger.
 8 From, Karl Belanger.
 8 From, Ryan Chou.
 8 From, Sarah Haake.
 7 From, Philip Bennefall.
 7 From, Ron Kolesar.
 6 From, Angellko21.
 6 From, Clement Chou.
 6 From, Mich.
 6 From, Ramy Moustafa.
 6 From, Ryan Strunk.
 6 From, Sky Taylor.
 5 From, Mauricio Almeida.
 5 From, Valiant8086.
 4 From, Castanedagarcia_Alfredo.
 4 From, Chastity MORSE.
 4 From, Jorge Gonçalves.
 4 From, Matheus r.c. souza.
 4 From, Michael Feir.
 4 From, Oriol Gómez.
 4 From, Ron Schamerhorn.
 4 From, Ryan Conroy.
 4 From, Willem.
 3 From, djc.
 3 From, Joseph Weaver.
 3 From, Richard Claridge.
 3 From, Saad Attieh.
 3 From, Willem Venter.
 2 From, David Chung.
 2 From, matthew shifrin.
 2 From, Mike Maslo.
 2 From, Rynhardt Kruger.
 2 From, Sabrina Markel.
 2 From, Scott Chesworth.
 2 From, Sorin I. Tata.
 2 From, Trouble.
 1 From, .
 1 From, Ann.
 1 From, Brandon Misch.
 1 From, Casey Mathews.
 1 From, darren harris.
 1 From, Gamers List Guidelines Robot.
 1 From, hayden presley.
 1 From, Henning Oschwald.
 1 From, James Howard.
 1 From, Jana Benscha.
 1 From, Jesse Bollinger.
 1 From, John Snowling.
 1 From, Jose Lomeli.
 1 From, kara.
 1 From, Katie Madison.
 1 From, Ken the Crazy.
 1 From, Kevin W..
 1 From, Matheus.
 1 From, Matthew Alvernaz.
 1 From, Milos Przic.
 1 From, Richard @ AudioGames.
 1 From, Richard Sherman.
 1 From, Ryan Smith.
 1 From, Siddharth  Kalantri.
 1 From, Tristan.

Archive file size 4405635 bytes

 Jim

Kitchen's Inc, for games that are up to 110 percent funner to play.

j...@kitchensinc.net
http://www.kitchensinc.net
(440) 286-6920
Chardon Ohio USA
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Re: [Audyssey] Superdeekout

2010-11-01 Thread Hayden Presley
Hi,
Where did Mr Motor come from?

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Clement Chou
Sent: Sunday, October 31, 2010 3:43 PM
To: Lori Duncan; Gamers Discussion list
Subject: Re: [Audyssey] Superdeekout

Nope. When you pick up something bad, nothing happens... but your 
friend Mr Motor can't pick them up as they're already gone.

Might start uploading replays of this soon... I loved this game. But 
I'm really rusty. lol.

At 12:41 PM 31/10/2010, you wrote:
I'm sad the company is down now, considering how clear the voice for 
start menu, the good music and sounds were.  That was the tone I 
meant, I'm also sure that robot knows when I only have 2 coins left 
and is determoned to keep me off them!  Also what do i do when I get 
a bad item?  Is there a way I can chuck it at MR moter?
- Original Message - From: Scott Chesworth 
scottcheswo...@gmail.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, October 31, 2010 8:11 PM
Subject: Re: [Audyssey] Superdeekout


Hey Lori,

The robot won't stay out of your way. He, or perhaps she (I guess
that'd make her a robette?) is pretty determined to catch you, so it's
up to you to avoid that happening. The higher the level, the faster
the robot comes after you.

Do the strange tones you're hearing come a few coins before you level
up, as you're collecting up the last few coins on the grid? If they
do, it's because earlier in that level you collected a bonus object
which allows you to finish the level with a set number of coins still
left by pressing space after you hear one of those tones. It's been a
while since I played so I forget the exact name of the bonus object
that makes this happen, but what I do remember is that if you choose
to press space and finish the level early, you miss out on some of the
standard bonuses. It's only really a good idea to level up early if
you're having a really fast run through and think you can get one of
the time bonuses by doing so.

Bombs tick, so skirt around them, and wherever possible try to be
where they're not. Sounds easy enough, but factor in the robot chasing
you and it makes for some pretty wiggly movement until the bombs are
all exploded.

Hth, I found the game to be seriously addictive considering there was
nothing to kill lol

Scott

On 10/31/10, Clement Chou chou.clem...@gmail.com wrote:
When you pick up coins you get a tone. I'm not sure what you mean by
sometimes... as to staying out of the robot's way, you just need to
move more or less in a circle around it, but make sure to keep it
evenly spaced from you at all times.


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Re: [Audyssey] Superdeekout

2010-11-01 Thread Hayden Presley
Hi Scott,
The bonus object in question is known as a user coin spawn. Just remember
that if you level up after getting one of those you can get all standard
bonuses. Even though you can certainly get more points from item spawning
bonuses an d such, I generally level up as soon as I hear the tone so as to
get a better time bonus. By the wayhas anyone ever gotten an ultimate or
super time bonus? The best I can achieve is crazy. Ah well, I think I'll be
posting a recording of Super Deekout one of these days ; we'll see how well
I do.

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Scott Chesworth
Sent: Sunday, October 31, 2010 3:11 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Superdeekout

Hey Lori,

The robot won't stay out of your way. He, or perhaps she (I guess
that'd make her a robette?) is pretty determined to catch you, so it's
up to you to avoid that happening. The higher the level, the faster
the robot comes after you.

Do the strange tones you're hearing come a few coins before you level
up, as you're collecting up the last few coins on the grid? If they
do, it's because earlier in that level you collected a bonus object
which allows you to finish the level with a set number of coins still
left by pressing space after you hear one of those tones. It's been a
while since I played so I forget the exact name of the bonus object
that makes this happen, but what I do remember is that if you choose
to press space and finish the level early, you miss out on some of the
standard bonuses. It's only really a good idea to level up early if
you're having a really fast run through and think you can get one of
the time bonuses by doing so.

Bombs tick, so skirt around them, and wherever possible try to be
where they're not. Sounds easy enough, but factor in the robot chasing
you and it makes for some pretty wiggly movement until the bombs are
all exploded.

Hth, I found the game to be seriously addictive considering there was
nothing to kill lol

Scott

On 10/31/10, Clement Chou chou.clem...@gmail.com wrote:
 When you pick up coins you get a tone. I'm not sure what you mean by
 sometimes... as to staying out of the robot's way, you just need to
 move more or less in a circle around it, but make sure to keep it
 evenly spaced from you at all times.


 ---
 Gamers mailing list __ Gamers@audyssey.org
 If you want to leave the list, send E-mail to
 gamers-unsubscr...@audyssey.org.
 You can make changes or update your subscription via the web, at
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 http://www.mail-archive.com/gam...@audyssey.org.
 If you have any questions or concerns regarding the management of the
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 please send E-mail to gamers-ow...@audyssey.org.


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Re: [Audyssey] Superdeekout

2010-11-01 Thread Clement Chou

He came from what was intended to be your science project. lol.

At 03:44 PM 01/11/2010, you wrote:

Hi,
Where did Mr Motor come from?

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Clement Chou
Sent: Sunday, October 31, 2010 3:43 PM
To: Lori Duncan; Gamers Discussion list
Subject: Re: [Audyssey] Superdeekout

Nope. When you pick up something bad, nothing happens... but your
friend Mr Motor can't pick them up as they're already gone.

Might start uploading replays of this soon... I loved this game. But
I'm really rusty. lol.

At 12:41 PM 31/10/2010, you wrote:
I'm sad the company is down now, considering how clear the voice for
start menu, the good music and sounds were.  That was the tone I
meant, I'm also sure that robot knows when I only have 2 coins left
and is determoned to keep me off them!  Also what do i do when I get
a bad item?  Is there a way I can chuck it at MR moter?
- Original Message - From: Scott Chesworth
scottcheswo...@gmail.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, October 31, 2010 8:11 PM
Subject: Re: [Audyssey] Superdeekout


Hey Lori,

The robot won't stay out of your way. He, or perhaps she (I guess
that'd make her a robette?) is pretty determined to catch you, so it's
up to you to avoid that happening. The higher the level, the faster
the robot comes after you.

Do the strange tones you're hearing come a few coins before you level
up, as you're collecting up the last few coins on the grid? If they
do, it's because earlier in that level you collected a bonus object
which allows you to finish the level with a set number of coins still
left by pressing space after you hear one of those tones. It's been a
while since I played so I forget the exact name of the bonus object
that makes this happen, but what I do remember is that if you choose
to press space and finish the level early, you miss out on some of the
standard bonuses. It's only really a good idea to level up early if
you're having a really fast run through and think you can get one of
the time bonuses by doing so.

Bombs tick, so skirt around them, and wherever possible try to be
where they're not. Sounds easy enough, but factor in the robot chasing
you and it makes for some pretty wiggly movement until the bombs are
all exploded.

Hth, I found the game to be seriously addictive considering there was
nothing to kill lol

Scott

On 10/31/10, Clement Chou chou.clem...@gmail.com wrote:
When you pick up coins you get a tone. I'm not sure what you mean by
sometimes... as to staying out of the robot's way, you just need to
move more or less in a circle around it, but make sure to keep it
evenly spaced from you at all times.


---
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Re: [Audyssey] Extant - game feadback

2010-11-01 Thread Hayden Presley
Hi Richard,
Sorry for not specifying; I was referring to the URL for the PC download.

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of AudioGames.net
Sent: Sunday, October 31, 2010 12:47 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Extant - game feadback

Hi Hayden,

Which URL exactly? To download the game:

Extant - Download for PC
http://www.audiogames.net/download/6

Extant - Download for MAC
http://www.audiogames.net/download/5

To read about the disappearing .exe on the Extant forum:

http://forum.audiogames.net/viewforum.php?id=24
http://forum.audiogames.net/viewtopic.php?id=4310

Best regards,

Richard
http://audiogames.net



- Original Message - 
From: Hayden Presley hdpres...@hotmail.com
To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Sunday, October 31, 2010 4:58 PM
Subject: Re: [Audyssey] Extant - game feadback


 Hi Richard,
 Could I have the URL again please?


 Best Regards,
 Hayden


 -Original Message-
 From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
 Behalf Of AudioGames.net
 Sent: Sunday, October 31, 2010 9:00 AM
 To: Gamers Discussion list
 Subject: Re: [Audyssey] Extant - game feadback

 Hi Hayden,

 First, which version did you download - PC or Mac? What probably is the 
 case

 is that your anti-virus software has blocked or removed the .exe from the
 .zip-file. You can read about this problem on the Extant-forum here:

 http://forum.audiogames.net/viewtopic.php?id=4310

 Here's what others have posted about the problem:

 Dark: If you've tried downloading multiple times and got the same issue,
 perhaps you've got an antivirus program which is acting up and auto 
 deleting

 the files for some reason, thus creating a zip folder with no contents (I
 have seen this happen before). 

 Raygrote: Sounds like your antivirus is deleting it. Try either turnning 
 it

 off temporarily, then install and add the .exe as an exception.
 If that doesn't work, try redownloading the zip file with a download 
 manager

 such as free download manager. This will make sure everything gets
 downloaded. Most web browsers will not be able to help you out if the
 download unexpectedly stops. I've seen some websites that trip all of the
 web browsers I have, including Internet Explorer, Firefox, and Seamonkey.
 They would download to a certain point and then stop and say it was
 finished, leaving a corrupted file.
 This game sounds awesome, downloading it now.

 So maybe try adding an exception for Extant in your virus-software, or
 temporarily turning off your virus software. Extant does not need
 installing, simply unzipping.

 Let me know if you can get it to work!

 Greets,

 Richard



 - Original Message - 
 From: Hayden Presley hdpres...@hotmail.com
 To: 'Gamers Discussion list' gamers@audyssey.org
 Sent: Sunday, October 31, 2010 2:45 PM
 Subject: Re: [Audyssey] Extant - game feadback


 Hi,
 How doesone open the game? I could't find an executable.

 Best Regards,
 Hayden


 -Original Message-
 From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
 Behalf Of AudioGames.net
 Sent: Saturday, October 30, 2010 8:29 AM
 To: Gamers Discussion list
 Subject: [Audyssey] Extant - game feadback

 Hi Shaun,

 Thanks for your feedback and also for your gameplay-suggestions. Multiple
 weapons and such is already way up in the pipeline, so no worries ;) This
 tech-demo already allows you to reload your gun with pick-ups. Have you
 tried searching for a gun-pickup with Moby, your dog? There are three
 gun-pickups in the game, one of which is inside the church. Also, when a
 zombie attacks you, it does not only do instant damage but you've been
 bitten too. This means that you will slowly become infected over time. 
 And
 you will die* if you don't find the health-pickup to save you. Unlucky 
 for
 you, Moby is not able to locate the health-pickup so you have to find it
 yourself ;) So that all is already present in the Extant tech demo.

 Greets,

 Richard
 http://audiogames.net
 http://forum.audiogames.net/viewforum.php?id=24
 http://creativehero.es

 * and become undead, but that's another game ;)



 - Original Message - 
 From: shaun everiss sm.ever...@gmail.com
 To: gamers@audyssey.org
 Sent: Friday, October 29, 2010 9:10 PM
 Subject: [Audyssey] game feadback


 Hi.
 the extant demo rocks.
 Ok I never played a game with mono before.
 at full graphics my pc didn't even do much with fan speed.
 Footsteps could be a bit lower.
 some target scope for zombie targeting would rock.
 The ability to have a club as an alternit weapon.
 The ability to have more than one gun.
 the ability to reload your gun with amo and either to pick it up or 
 just
 limitless reloading.
 I am listening to a podcast called on the edge of darkness  which is
 about

 zombie hunters and their job, so playing as a leader or as a new person
 in

 a team such 

Re: [Audyssey] MOTA suggestion

2010-11-01 Thread Hayden Presley
Hi Brian,
Hmmm...odd. This is what it was supposed to say, and I even saw it below
your reply:  Hi Brian,
 Hmmm...still not  hearing it. How large are these gaps?

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Bryan Peterson
Sent: Sunday, October 31, 2010 12:05 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] MOTA suggestion

There wasn't anything in your message below.
We are the Knights who say...Ni!
- Original Message - 
From: Hayden Presley hdpres...@hotmail.com
To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Sunday, October 31, 2010 9:56 AM
Subject: Re: [Audyssey] MOTA suggestion


 What was what?

 Best Regards,
 Hayden


 -Original Message-
 From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
 Behalf Of Bryan Peterson
 Sent: Sunday, October 31, 2010 9:10 AM
 To: Gamers Discussion list
 Subject: Re: [Audyssey] MOTA suggestion

 What was that?
 We are the Knights who say...Ni!
 - Original Message - 
 From: Hayden Presley hdpres...@hotmail.com
 To: 'Gamers Discussion list' gamers@audyssey.org
 Sent: Sunday, October 31, 2010 7:45 AM
 Subject: Re: [Audyssey] MOTA suggestion


 Hi Brian,
 Hmmm...still not  hearing it. How large are these gaps?

 Best Regards,
 Hayden


 -Original Message-
 From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
 Behalf Of Bryan Peterson
 Sent: Saturday, October 30, 2010 8:44 AM
 To: Gamers Discussion list
 Subject: Re: [Audyssey] MOTA suggestion

 No, it's definitely still there. I've played it enough to know.
 We are the Knights who say...Ni!
 - Original Message - 
 From: Hayden Presley hdpres...@hotmail.com
 To: 'Gamers Discussion list' gamers@audyssey.org
 Sent: Saturday, October 30, 2010 7:15 AM
 Subject: Re: [Audyssey] MOTA suggestion


 Hi Brian,
 No, I don'tbelieve it is. In fact, it was removed in BETA 13.

 Best Regards,
 Hayden


 -Original Message-
 From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] 
 On
 Behalf Of Bryan Peterson
 Sent: Sunday, October 24, 2010 7:23 PM
 To: Gamers Discussion list
 Subject: Re: [Audyssey] MOTA suggestion

 No, it's still there.
 We are the Knights who say...Ni!
 - Original Message - 
 From: Charles Rivard woofer...@sbcglobal.net
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Sunday, October 24, 2010 3:58 PM
 Subject: Re: [Audyssey] MOTA suggestion


 Hmm.  Maybe, somehow, it was removed?  Just speculation.

 ---
 Shepherds are the best beasts!
 - Original Message - 
 From: Phil Vlasak p...@pcsgames.net
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Sunday, October 24, 2010 1:35 PM
 Subject: Re: [Audyssey] MOTA suggestion


 Hi Charles,
 I tried MOTA beta version 15 and don't hear a gap in the step sound
 when
 going between rooms.
 I did in earlier versions.


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Re: [Audyssey] Superdeekout

2010-11-01 Thread Hayden Presley
Hi Clement,
That's 101 bot, since you are such an ultra-nerd...lol.

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Clement Chou
Sent: Monday, November 01, 2010 6:52 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Superdeekout

He came from what was intended to be your science project. lol.

At 03:44 PM 01/11/2010, you wrote:
Hi,
Where did Mr Motor come from?

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Clement Chou
Sent: Sunday, October 31, 2010 3:43 PM
To: Lori Duncan; Gamers Discussion list
Subject: Re: [Audyssey] Superdeekout

Nope. When you pick up something bad, nothing happens... but your
friend Mr Motor can't pick them up as they're already gone.

Might start uploading replays of this soon... I loved this game. But
I'm really rusty. lol.

At 12:41 PM 31/10/2010, you wrote:
 I'm sad the company is down now, considering how clear the voice for
 start menu, the good music and sounds were.  That was the tone I
 meant, I'm also sure that robot knows when I only have 2 coins left
 and is determoned to keep me off them!  Also what do i do when I get
 a bad item?  Is there a way I can chuck it at MR moter?
 - Original Message - From: Scott Chesworth
 scottcheswo...@gmail.com
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Sunday, October 31, 2010 8:11 PM
 Subject: Re: [Audyssey] Superdeekout
 
 
 Hey Lori,
 
 The robot won't stay out of your way. He, or perhaps she (I guess
 that'd make her a robette?) is pretty determined to catch you, so it's
 up to you to avoid that happening. The higher the level, the faster
 the robot comes after you.
 
 Do the strange tones you're hearing come a few coins before you level
 up, as you're collecting up the last few coins on the grid? If they
 do, it's because earlier in that level you collected a bonus object
 which allows you to finish the level with a set number of coins still
 left by pressing space after you hear one of those tones. It's been a
 while since I played so I forget the exact name of the bonus object
 that makes this happen, but what I do remember is that if you choose
 to press space and finish the level early, you miss out on some of the
 standard bonuses. It's only really a good idea to level up early if
 you're having a really fast run through and think you can get one of
 the time bonuses by doing so.
 
 Bombs tick, so skirt around them, and wherever possible try to be
 where they're not. Sounds easy enough, but factor in the robot chasing
 you and it makes for some pretty wiggly movement until the bombs are
 all exploded.
 
 Hth, I found the game to be seriously addictive considering there was
 nothing to kill lol
 
 Scott
 
 On 10/31/10, Clement Chou chou.clem...@gmail.com wrote:
 When you pick up coins you get a tone. I'm not sure what you mean by
 sometimes... as to staying out of the robot's way, you just need to
 move more or less in a circle around it, but make sure to keep it
 evenly spaced from you at all times.
 
 
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Re: [Audyssey] trouble with troopanum

2010-11-01 Thread Hayden Presley
Hi Sarah,
When you send a game order, an automated system takes care of order
processing. Try sending one to supp...@bscgames.com

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Sarah Haake
Sent: Sunday, October 10, 2010 4:18 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] trouble with troopanum

Hi,
wwell, I know that there are other things in live than checking mails. But 
when you sell games and want to get some money from it, I cirtainly can 
expect the support to answer in a timeframe of six MONTS. When it takes two 
or three weeks, ok. But this just gets quite annoing. I paid for these games

after all, and I'm talking about three of them, not just one game.
And I sent the mails to the sa...@bscgames adress. I think since that's the 
adress where he gets game orders he should check it a bit more often than 
that.

Best regards
Sarah 


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Re: [Audyssey] MOTA suggestion

2010-11-01 Thread Bryan Peterson

I'm not good at judging that sort of thing. But it is definitely there.
We are the Knights who say...Ni!
- Original Message - 
From: Hayden Presley hdpres...@hotmail.com

To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Monday, November 01, 2010 5:53 PM
Subject: Re: [Audyssey] MOTA suggestion



Hi Brian,
Hmmm...odd. This is what it was supposed to say, and I even saw it below
your reply:  Hi Brian,

Hmmm...still not  hearing it. How large are these gaps?


Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Bryan Peterson
Sent: Sunday, October 31, 2010 12:05 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] MOTA suggestion

There wasn't anything in your message below.
We are the Knights who say...Ni!
- Original Message - 
From: Hayden Presley hdpres...@hotmail.com

To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Sunday, October 31, 2010 9:56 AM
Subject: Re: [Audyssey] MOTA suggestion



What was what?

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Bryan Peterson
Sent: Sunday, October 31, 2010 9:10 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] MOTA suggestion

What was that?
We are the Knights who say...Ni!
- Original Message - 
From: Hayden Presley hdpres...@hotmail.com

To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Sunday, October 31, 2010 7:45 AM
Subject: Re: [Audyssey] MOTA suggestion



Hi Brian,
Hmmm...still not  hearing it. How large are these gaps?

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] 
On

Behalf Of Bryan Peterson
Sent: Saturday, October 30, 2010 8:44 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] MOTA suggestion

No, it's definitely still there. I've played it enough to know.
We are the Knights who say...Ni!
- Original Message - 
From: Hayden Presley hdpres...@hotmail.com

To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Saturday, October 30, 2010 7:15 AM
Subject: Re: [Audyssey] MOTA suggestion



Hi Brian,
No, I don'tbelieve it is. In fact, it was removed in BETA 13.

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org]
On
Behalf Of Bryan Peterson
Sent: Sunday, October 24, 2010 7:23 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] MOTA suggestion

No, it's still there.
We are the Knights who say...Ni!
- Original Message - 
From: Charles Rivard woofer...@sbcglobal.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, October 24, 2010 3:58 PM
Subject: Re: [Audyssey] MOTA suggestion



Hmm.  Maybe, somehow, it was removed?  Just speculation.

---
Shepherds are the best beasts!
- Original Message - 
From: Phil Vlasak p...@pcsgames.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, October 24, 2010 1:35 PM
Subject: Re: [Audyssey] MOTA suggestion



Hi Charles,
I tried MOTA beta version 15 and don't hear a gap in the step sound
when
going between rooms.
I did in earlier versions.


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Re: [Audyssey] Superdeekout

2010-11-01 Thread Clement Chou
Hey, MR Motor sounds pretty nerdy to me... and it's not me who's the 
nerd. It's the you in the story... which I'm not associated with. lol.


At 03:57 PM 01/11/2010, you wrote:

Hi Clement,
That's 101 bot, since you are such an ultra-nerd...lol.

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Clement Chou
Sent: Monday, November 01, 2010 6:52 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Superdeekout

He came from what was intended to be your science project. lol.

At 03:44 PM 01/11/2010, you wrote:
Hi,
Where did Mr Motor come from?

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Clement Chou
Sent: Sunday, October 31, 2010 3:43 PM
To: Lori Duncan; Gamers Discussion list
Subject: Re: [Audyssey] Superdeekout

Nope. When you pick up something bad, nothing happens... but your
friend Mr Motor can't pick them up as they're already gone.

Might start uploading replays of this soon... I loved this game. But
I'm really rusty. lol.

At 12:41 PM 31/10/2010, you wrote:
 I'm sad the company is down now, considering how clear the voice for
 start menu, the good music and sounds were.  That was the tone I
 meant, I'm also sure that robot knows when I only have 2 coins left
 and is determoned to keep me off them!  Also what do i do when I get
 a bad item?  Is there a way I can chuck it at MR moter?
 - Original Message - From: Scott Chesworth
 scottcheswo...@gmail.com
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Sunday, October 31, 2010 8:11 PM
 Subject: Re: [Audyssey] Superdeekout
 
 
 Hey Lori,
 
 The robot won't stay out of your way. He, or perhaps she (I guess
 that'd make her a robette?) is pretty determined to catch you, so it's
 up to you to avoid that happening. The higher the level, the faster
 the robot comes after you.
 
 Do the strange tones you're hearing come a few coins before you level
 up, as you're collecting up the last few coins on the grid? If they
 do, it's because earlier in that level you collected a bonus object
 which allows you to finish the level with a set number of coins still
 left by pressing space after you hear one of those tones. It's been a
 while since I played so I forget the exact name of the bonus object
 that makes this happen, but what I do remember is that if you choose
 to press space and finish the level early, you miss out on some of the
 standard bonuses. It's only really a good idea to level up early if
 you're having a really fast run through and think you can get one of
 the time bonuses by doing so.
 
 Bombs tick, so skirt around them, and wherever possible try to be
 where they're not. Sounds easy enough, but factor in the robot chasing
 you and it makes for some pretty wiggly movement until the bombs are
 all exploded.
 
 Hth, I found the game to be seriously addictive considering there was
 nothing to kill lol
 
 Scott
 
 On 10/31/10, Clement Chou chou.clem...@gmail.com wrote:
 When you pick up coins you get a tone. I'm not sure what you mean by
 sometimes... as to staying out of the robot's way, you just need to
 move more or less in a circle around it, but make sure to keep it
 evenly spaced from you at all times.
 
 
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Re: [Audyssey] MOTA Beta 16 Changes

2010-11-01 Thread william lomas
i'd have just ignored cross platform really and just finish it up and release 
the game, since another year has gone without the full release of this title

On Oct 29, 2010, at 4:52 PM, Charles Rivard wrote:

 Sounds like this is going to be a time consuming, troublesome, pain in the 
 buns, mess that should work out in the long run.  It is good, though, that 
 you have found where that blue screen bug was.
 
 ---
 Shepherds are the best beasts!
 - Original Message - From: Thomas Ward thomasward1...@gmail.com
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Friday, October 29, 2010 9:19 AM
 Subject: [Audyssey] MOTA Beta 16 Changes
 
 
 Hi everyone,
 At last I have located the cause of the blue screen. This morning i
 did a step by step debug of the ExitProgram code when the Visual C++
 debugger began giving me the exact error codes we are seeing in the
 dump files. So obviously I know what the debugger is seeing and we
 have been experiencing is the same problem. Fortunately or
 unfortunately, depending on how you see it, the error is not in the
 game engine itself. So I'm not totally crazy and am not actually at
 fault here. The bug seams to be located in the SFML libraries
 themselves, the Windows SFML libraries to be more specific.
 With this in mind I think my alternatives are pretty clear. Since SFML
 appears to be the cause of the blue screen on Windows operating
 systems I'm going to have to create two  different builds of the
 Genesis Engine. One designed for Windows operating systems using
 DirectX, Sapi, and other Windos specific APIs. The second using SFML,
 Speech-Dispatcher, and Linux specific APIs.  Although I'm not exactly
 overly thrilled about this alternative I do see that this probably is
 the best option in the long run.
 For one thing I've known for quite a while now that developing a
 cross-platform game engine would be what I call a lowest common
 denominator approach. What I mean by that is that often times
 operating systems are so different from a programming standpoint that
 whatever I did I'd have to use only coding practices, development
 libraries, etc that all the operating systems have in common like
 SFML. Unfortunately, this doesn't always work out that well in
 practice.
 For example, Wwhile Microsoft Windows is written in C++ Windows
 applications written in C++ are far different from an application
 written in C++ for Linux. Thanks to Microsoft's Windows API, which is
 required for Windows applications, they have added a lot of
 pproprietary functions, data types, headers, etc that are totally
 different from those used by anyone else. That obviously makes it
 difficult to create cross-platform software because the developer
 constantly has to sidestep and avoid anything that is Windows, Linux,
 or Mac specific as much as humanly possible.
 To give a simple example here let's consider the main function. In
 most cases you can start a C++ program with the main function like
 this.
 
 int main (int argc, char** argv)
 {
 // Add initialization code here
 return 0;
 }
 
 That is the most common way to start a C++ application. Most platforms
 supports this, but on Windows only commandline programs begin with the
 main function. For full blown Windows applications every C++ program
 begins with the WinMain() function  which is naturally only supported
 on Microsoft Windows of course. It looks something like this.
 
 int APIENTRY _tWinMain (HINSTANCE hInstance,
  HINSTANCE hPrevInstance, LPTSTR lpCmdLine, int nCmdShow)
 {
 // Add initialization code here
 return 0;
 }
 
 Obviously right off the bat we have a problem with cross-platform
 compatibility. Windows and a Linux application don't even use the same
 main function which is something a cross-platform developer has to get
 around. Usually, the quickest way to solve this problem is to create a
 WinMain() function that calls the standard C++ main() function to
 perform program initialization. It isn't exactly hard to do, but is
 still a hastle because Windows requires something extra to properly
 initialize the program. The differences between Windows applications
 and Linux applications don't stop there.
 In terms of programming games this gets to be more complicated,
 because we are dealing with various APIs to handle graphics, input,
 audio, networking, etc.  While cross-platform APIs like SFML and SDL
 do exist they are also built with the lowest common denominator in
 mind. They don't always offer the flashier features you might see in a
 platform specific API like DirectX.
 The best example I can think of is input handling. SFML and SDL use an
 event driven input system which means it polls the operating system
 for Windows events and acts upon a key press or key released event.
 This is often quite slow because it has to wait for the event message
 to be processed through the operating systems message queue, and the
 message queue was never designed for rapid key presses or to handle
 more than 

[Audyssey] why?

2010-11-01 Thread Aurel 4

HI!

Does anyone why jaws encounters the word: ( whebhesday ) it crashes?

thanks!
P. A.


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Re: [Audyssey] 3D Velocity story teaser released

2010-11-01 Thread Alfredo C
If someone would not mind, would someone record the whole playthru? I mean, 
it seems like right I cannot aford to buy it, even if I do have the means. 
BTW, we have about 16 days till it is going to be released.


-Original Message- 
From: Willem

Sent: Sunday, October 31, 2010 3:07 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] 3D Velocity story teaser released

I'm quite excited about the game. I'll definitely buy it!
- Original Message - 
From: Orin orin8...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, October 31, 2010 1:39 AM
Subject: [Audyssey] 3D Velocity story teaser released



Hey guys,

It's not much, but pretty much every cut scene I imagine is a spoiler, so 
it's pretty limited and may or may not change your mind on whether you 
want the game.


Here it is.

http://j.mp/aSMhCA
Personally, I think it's worth the $50. We don't have any games with story 
and those people seeking a good story to actually play through and it's 
not just written in a manual for background purposes, this is the game you 
want. For those absolutely obsessed with online play, like most of the 
console market who just wants to login and blow people and things up or 
fight all day online, this may not be the game for you, as most of it 
revolves around it's story. And when you finish it? Well, I hear an online 
mode will be under development, but not for some time. But hey, it 
wouldn't hurt to play through it again now would it? How many audio games 
don't have replay value? Quite a lot. And how many of those games have you 
played over a period of time? I'm sure it was more than once. So cut 
Munawar a break about overpricing and all this crap, and start learning 
the actual gameplay, so when you go online you won't get owned.



Orin
orin8...@gmail.com
Twitter: http://www.twitter.com/orinks
Skype: orin1112




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Re: [Audyssey] Bgt.

2010-11-01 Thread Thomas Ward
Hi Muhammed,
Something like that, but not necessarily in that exact order. I'd
start with your movement commands like walking around before I added
shooting, fighting, whatever. There is a very logical progression of
things which usually determines what order you do things in.
For example, if I'm creating a game like Mysteries of the Ancients
which should I do first? Should I add the code to open doors, unlock
statues, etvc, or should I add the code to walk, run, and jump  first?
Well, the most logical thing to do is add the code to walk, then the
code to run, and then jump before I concern myself with opening doors
and so on. Why?
The main reason is it is easier to test. I make sure the game
character can move around, actually walk over to that door, before
opening it. Otherwise if the player can't move adding the code to open
doors and statues is rather pointless isn't it?

Smile.

On 11/1/10, Muhammed Deniz muhamme...@googlemail.com wrote:
 So, do you mean that I should do it like this? First of all, I'll do just
 shoot and nothing elce, then just walking around, then just punching without
 the game on, just creating a little bit, and then the actuall fight? Do you
 mean braking it up like that?
 My audio games for the blind group.
 Discussions off topic are welcome in the holidays. Talking about games is
 welcome, talking about computer problems is welcome when their are know
 holidays but that's only in easter holidays or know holidays. If you want to
 joyn, just send a blank email to.
 audiogamesfortheblind+subscr...@googlegroups.com
 With the subject subscribe in the subject line.
 Contact infermation.
 email:
 muhamme...@googlemail.com
 msn:
 muhammed123...@hotmail.co.uk
 Skype:
 muhammed.deniz
 Klango username.
 muhammed
 - Original Message -
 From: Thomas Ward thomasward1...@gmail.com
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Monday, November 01, 2010 4:20 PM
 Subject: Re: [Audyssey] Bgt.


 Hi Muhammed,
 First of all, before programming any kind of project you really have
 to study the programming language you are going to use in some depth.
 In this case the language you need to learn is the BGT scripting
 language, but what I'm about to say applies for any kind of
 programming really.
 You have to know and understand the programming language such as how
 to use conditional statements such as if, then, else, as well as how
 to create functions, variables, perform calculations, etc. Basically,
 you need to spend some time not only learning the language, but on the
 theoretical work behind instructing your piece of software what to do.
 Part of it is knowing the language, and part is just personal
 experience.
 Second, is break your project down into smaller parts. Don't look it
 as this one huge project that all has to be done at once. Often times
 you can build your game or software project in stages.
 For example, when I created Mysteries of the Ancients I broke it down
 into various steps, stages, that were worked on in a certain order. I
 started off by adding all of the game's menus such as the main menu,
 settings menu, exit prompts, etc. That way all of the menus were in
 working order before I began adding any real functionality to the
 game.
 Next, I created a sample game level, a test game world, so that as I
 worked on the various aspects of the game like walking, running,
 picking up items, etc I could do it in a test environment. i didn't
 have enemies trying to chop my head off or shoot me full of arrows
 while i was testing various aspects of the game during the early
 stages of development.
 Third, I started working on walking, running, picking up items,
 opening doors, etc. I worked on a little bit each day, and set a goal
 of what feature or features I was going to specifically work on that
 day. I created a todo list of things I had to add or was going to add,
 and in what exact order I was going to do it in.
 Finally, I added the enemy A.I. Created the various monsters etc and
 populated the game level with them. I created the master game loop,
 and bingo we had a playable game. After that has ben mostly testing
 and fixing bugs/problems in the game that were overlooked during early
 testing.
 However, to answer your question more directly you will know how to
 code this or that through practice and experience. By the nature of
 your questions it sounds like you don't really understand the
 theoretical logic behind programming. That can only be gained through
 learning the language, and then creating simple programs that
 illistrates some concept or idea.
 For example, let's say you want to print the words Hello World to the
 screen in C++. Where do you start?
 Well, the obvious answer is you begin by including the headers you
 will need for this C++ project to your source code. In this case you
 only need one which is iostream.You would include it by writing this.

 #include iostream

 Now, that you have added your headers you begin the program with the

Re: [Audyssey] MOTA Beta 16 Changes

2010-11-01 Thread Thomas Ward
Hi Will,
I kind of find that surprising coming from you since you are one of
the Mac OS supporters. You of all people know the importance of
getting a cross-platform engine and games out there on the market for
the blind community. I'm one game developer that whole heartedly
believes in a persons right to freedom of choice.
Anyway, as I've said many times on list already the cross-platform
version of the game is personally motivated and not commercially
motivated. I don't always use Windows, and I consider it my second
operating system and not my primary operating system. As a result my
priorities are vastly different from the huge Windows market out there
that have a GMA Tank Commander, Shades of Doom, Sarah, and dozens of
other good games for their platform of choice. What high quality
accessible games do we non-Windows users have?
As I have also said before it is not because Linux or Mac OS are bad
operating systems. Quite the contrary both have a lot to offer a VI
computer user. The access on both operating systems is rapidly
catching up with Windows accessibility and now is the time people have
a real choice in the software they want to use on their computer. VI
computer users are no longer bound to owning and using Microsoft
Windows because it is the most accessible option out there, nor are
we forced into paying hundreds of dollars on a screen reader like Jaws
or Window-Eyes. For the first time in history companies like Cononical
and Apple have addressed accessibility issues by incorperating a full
fledged screen reader, magnification software, etc into the operating
system itself saving us hundreds of dollars in access software alone.
All of this is well and good, but the majority of game developers, and
some users, are of a just release it for Windows mentality. They are
far too willing to surrender their rights to choice for convenience
sake. If I were not so passionate about this maybe I would cave into
popular opinion, but I am passionate about this. I really believe we
all have a right to have not only accessible games, but they should be
available for Mac OS and Linux just as they are for x number of
Windows users. Of course, that isn't going to happen, because there
are far too few developers that have a personal stake in the matter or
the skills to do what I do.
Sadly far too many accessible game developers have chosen to take a
strictly Microsoft path, and have adopted proprietary languages like
Visual Basic. Until they begin writing their games in Python, Java, or
maybe C++ there never can be games for other platforms. That's why I
have chosen to take a personal stand against that very problem.

Cheers!


On 10/29/10, william lomas lomaswill...@googlemail.com wrote:
 i'd have just ignored cross platform really and just finish it up and
 release the game, since another year has gone without the full release of
 this title

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Re: [Audyssey] why?

2010-11-01 Thread Oriol Gómez
lol ill have to give credit to this person for this awesome pwning.
luckily though I was using NVDA with an anti eloq crash word regexp in
 my dictionaries.

On 10/30/10, Aurel 4 gol...@gmail.com wrote:
 HI!

 Does anyone why jaws encounters the word: ( whebhesday ) it crashes?

 thanks!
 P. A.


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Re: [Audyssey] looking for some maze games

2010-11-01 Thread Thomas Ward
Hi Michael,
Sure. On my website I have a free game called Maze Craze that was
written by DanZ Games. It isn't the best game in the world, but it
does contain some interesting/challenging mazes.

Cheers!


On 11/1/10, michael barnes c...@samobile.net wrote:
 hey i'm looking for some maze games. could someone give me a list of
 different maze games for the blind on the computer?

 --
 Email services provided by the System Access Mobile Network.  Visit
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[Audyssey] Moderator warning was why?

2010-11-01 Thread Thomas Ward
Hi everyone,
Please, do not respond to this message. This is obviously a joker
attempting to cause your screen reader to crash.
Aurel, consider yourself on moderation for a very very long time for
this.  We do not take this kind of thing lightly.

Thanks.


On 10/30/10, Aurel 4 gol...@gmail.com wrote:
 HI!

 Does anyone why jaws encounters the word: ( whebhesday ) it crashes?

 thanks!
 P. A.


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